Quote Originally Posted by Zeik View Post
You're only replying to save your own face and now you link source link that is already posted in the OP.

There's not only one "correct" formula for ELO and it is modified to suit the game.

New player has X amount of ELO when he haven't killed anyone nor died, basically if he kills someone with low elo, his rating won't change much and if he kills someone with high ELO rating he get's a lot of points. The amount of ELO points depend on K-factor that is defined by the game.

Now define why this wouldn't work in RSPS wilderness, which you didn't do in your earlier posts.
ELO is a construct that is defined to determine predictability of an individual's skill based off a compound value that changes when they are matchmade against someone of equal skill.

Unfortunately, killing someone doesn't provide a metric that can serve as a positive reference, aka, whether Player 1 had had less, equal, or greater skill than Player 2, regardless of how many kills either player had. Thus, a hint of uncertainty exists in trying to determine what the odds would be in either player's favor (E.G 64% of Player 1 killing Player 2 / 36% of Player 2 killing Player 1, and so forth) - because those same odds are what drive the reward / pentalty mechanisms in ELO ratings.

Like I said, you don't understand what ELO is, and that is why I relinked the page. Play a game that has a correct implementation of ELO and you might begin to learn the basics.